All language subtitles for A_21_Matcap Custom

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Original subtitles

So here i've jumped into a fresh version of Blender and i'm going to take the camera, i'm going

to press Alt G and Alt R to reset its location and rotation information then i'm going to drag

it down the y axis a little bit and press R X 90 to make the camera look straight at this cube

which we don't want, so we're going to select and delete it... sorry cube and then we're going to go

shift a mesh icosphere let's come over to the icosphere properties and turn this up to say

five subdivisions, in fact we can jump into our camera just to make sure that's nice and smooth

for us, this is going to be our matcap essentially, so really we just want to create a square image

of this sphere basically, so we're going to right click and shade that smooth, i'm going

to select our camera by clicking on the border there, come over to the dimensions and i'm going

to left click and drag across here and set this to 512. typically a mac cap is 512 resolution

and now we need to zoom in a little bit to this sphere, so i'm pressing G and then double tapping Z

to move down its Z axis and then once i'm about there that's close enough, now i'm just going to

tap the sphere, press S and then scale this up ever so slightly, just so the edges peak

slightly out of frame there and now if we wanted this as a matcap we're ready to go but this is

a little bit boring because this kind of already exists, as this first matcap right here so let's

do something a little bit more unique. so if i was to turn off the overlays and then did

want to render what was in the viewport i'm going to need to come over to view

and then render the image from here, if we hit F12 to render we're going to see our actual

lighting at play in the scene, there so if we just come over to our rendered view this is basically

what we're looking at, this is clearly what we're going to get because of the light that we've got

in our scene and also the world lighting that we happen to have so let's come over to the shading

editor, press the zero on the numpad to jump in and then let's come over to rendered view, i'll select

this sphere and i'll just give it the material that was in the scene, the one that was on the cube

a moment ago and then let's jump over to the world and let's add in a texture, environment texture

let's plug that in and then all we need to do here is just open up an hdri, now we can pick some great

is up at Hdri Haven and for this example i'm going to use this circus arena hdri and then

just download one of these options here, for our purposes this doesn't need to be very big, so i'm

just going to get the 2k version and i've cut forward a little bit here because i've simply

navigated to where i've downloaded and opened it up into this node, with that done we can see

the lighting having an effect already on our sphere, let's take a look at our filters here

actually and i'm just going to turn on some of these other options, really all i'm after

uh these two icons though, i'm just going to turn off that light, that was in the scene and now if

we come back over to the object we can do some more interesting things with this sphere, so we

can make it completely metallic for example and then we can use that as a matcap if we liked or we

can change our base color around, but i'm going to keep that white and then another important slider

is going to be roughness here and also our specularity, though for the specularity to kick

in we're going to need to be a non-metallic surface, so we can get a super diffuse looking

almost velvety like surface like this or we can add in some of those highlights there now for this

i'm going to crank up the metallic nature of this and reduce the roughness right down, just enough to

give some of these lights a little bit of a glow, with that done when we render now this could be

our new matcap, i'm not quite going to take this exact image like this though i'm going to jump

over to the compositing workspace and select to use nodes and what i'd like to do here is simply

have the very edges of the sphere expand out into the corners of this square image, so first of all

to do that actually we're going to need to turn on transparent and then if we were to render again

we're going to see our checker pattern in the background, there let's control shift click on this

to generate our viewer node as well, going to Shift right click across there across the noodle lines

to just join them into one there and then what i'd like to do is look for the inpaint node, it's

within the filter menu and then i'm going to drop that in and then basically what this is going to

do is exactly what we want, if i keep expanding this we can see that it's starting to take the

value of the border edges there and take it all the way out, around 150 seems to get all the way

to the borders there, with that done i can just hit F12 and go to image and save as and then i'm

just going to navigate to where we want to save this and the file format we need to be an Open

Exr multi layer and then we can call out whatever we like, matcap circus for example and then let's

just click save as image. here i've opened up that file that we just saved in Krita and what's cool

about this is we can actually see all the separate passes here i can turn off the depth pass for

example or maybe just work on the combined and so we can treat this a little bit, i can go into the

filter menu and do something a little bit more unusual, like artistic and oil paint perhaps and

then from here i can set this down quite low, maybe to something like 10, maybe set this up really high

to 5 and then maybe just give it a moment to work itself out, allow it to render and now we have

something that looks kind of painted, but i'm just gonna lessen this effect, basically just play with

the settings until it all feels good, i think i'm actually just going to stick with pretty much what

we've got right out of the gate with one and maybe 20 and then click ok and then just go back to our

filters and apply that filter again, by the way there are other really good options here, like

this half tone effect or we can pixelize it, but that's something we can actually do within Blender

as well, so be sure to check out the pixelization method mentioned on the course but just taking

your image into another piece of software just to see what magic can be made there also, it's always

a little bit of a fun aside, especially when it's still within the realms of open source and free

and available to all. so with that i'm going to click ok and now we can go and save that again

as an Open Exr, let's call this one matcap circus oil and i'll save it and let's flatten the image

now let's jump back over to Blender and switch to the shading workspace and let's come over to the

solid shading view, click on the pull down menu switch over to matcaps click on the cog icon

let's click on the install button, navigate to where we exported that and there it is for me

click on install light, there it is it popped up, now we can close this and select it as a matcap

option and there it is in the last slot then we can take a moment and revel in the glory of our

custom mapcap! :) in fact let's see in play on the objects we were using to demonstrate the other

shaders and once more revel in the glory of this metallic looking oil painterly version of the

circus scene from hdri haven, many many thanks to them as always, awesome work! now there's nothing

necessarily stopping us from not even using uh... hdri so if we switch back over to rendered

and jump back into the camera we could instead enable our lights and create various interesting

reflections in our sphere with actual geometry in the scene, especially if we were to use Cycles and

get some more realistic reflections in there, but rather than going that approach let's try another

option which is to manually paint something within Blender i personally think the painting tools are

pretty fun within Blender so i'm going to jump over to the texture paint workspace, zero on the

numpad to jump into the camera and it's pink at the moment, letting us know that we haven't got

anything to paint on so here i think i'm going to click on a single image for the moment and click

on new and this can be 512 as we've mentioned, and i'm going to call this matcat paint and just

use all the defaults otherwise, now this already looks like it's being affected by a light and so

what i'm going to do is just change back over to flat shading and try to paint within the view, we

can see we're definitely having an effect there, we can also switch over to the 2d view here and paint

within here, let's see where that actually landed on the backside, now it actually isn't really very

useful to be painting onto the reverse side of that there, so i'm going to use a little bit more

space on this uv map, so i'm going to tab into edit mode and then simply with everything selected

press U and then Project from View and then tab back into paint mode and then it's just a matter

of painting in whatever highlights we wanted on the sphere, setting up the render and then we can

use that as a matcap, something to bear in mind is that we do need to make sure that we save the

.blend file and the image these are kind of two separate things what i like to do actually is

go to the image menu and then actually pack this image within the blend file and then when we go

to save the blend, the image should be saved along with it, but if we see a little asterisk up here

that means that the image is altered and it's worth going back and then doing that again, so

if i click here we should find the asterix and even though i've actually just saved the .blend

file we need to make sure to click save also, and down here i've got packed to ... image

now we just need to really set up to paint properly, so if we were to hit F12 to render this

is not our painting, so i'm going to click that away and head back over to the shading workspace

which is currently set to see the matcap from before, so i'm going to switch that back over to

rendered, switch back over to the object and then i'm going to click and drag the little image icon

from here and put it into the the shader graph area and then i'm going to Control Shift click

on this and now we can see things appear to be as they should, so if we hit F12 now that's the sort

of thing we're looking for, admittedly it doesn't look that great right now, but let's have a little

fun just painting something on here so i'm going to switch back over to the texture paint workspace

and there's one setting that we need to make sure that we've got under control because if i press

F to resize the brush here a little bit and try to paint at the edges at an extreme angle from

the camera, that likely what you're painting might be distorted, so by default we can't actually paint

right to the edges, but we can just change that, so let's come over to our falloff menu and find the

normal falloff area and then we can just disable that, now when we paint we get all the way to the

edges, let's middle click and come back over to here so first of all i'm going to decide on its

general albedo color, so i'm going to come over to the fill tool and then click on the color swatch

and maybe bring this down to mid-gray somewhere and then if we just click, we're going to fill that

at first i'm just going to do shadow and light in black and white and then if we want to add color

we can alter that later, so i'm going to jump back over to the general paint brush tool and let's

put this into the darks to just give it its shadow and i'll left click and drag across here, something

like this, now the problem that we've got here, is we're getting a little bit of black peeking in

to areas where we don't want it especially up here and that's because our uvs are slightly outside of

the border, so i'm going to just switch this to a uv editor, tab into edit mode select them all press

S to just scale that down a little bit, hopefully that should give us more consistent results, now

let's switch back to the image editor and then it does look correct at the moment, but let's see if i

was to continue painting dark at the bottom there, yeah it looks like that's okay! i think i've gone

a little bit too dark there actually i'm going to give it more of a slightly lighter shade at first

and reserve the darker shade for just at the very bottom, while holding S i can click and that will

reset us back to this other shade, the shade that we had here, i'm going to press F to just

shrink down the brush here, a little bit and just paint away a little bit of that shadow that i

didn't really want and then also i'm going to just suggest there's a little bit of bounce lighting at

the bottom, so i'm going to lighten this up again and just give this just at the very very edges

a little something like this, then while we're at it let's give this area a little bit of a

brightening up, maybe a touch brighter again and yeah i'm pretty happy with that, to a point it's

still pretty sloppy though, to be fair though i'm going to jump back over to the Smear brush and

just kind of create a little bit more consistent edges, so it's a little soft in a lot of places, so

i'm going to try and do some swirly stuff here and there, just clicking and dragging along the edges

there just mixing the colors together a little bit, which gives it a much more almost organic paint

look i think, let's swirl these around a little bit, almost like they're suggesting some sort of cloud

formation and this is kind of like some horizon, in this area we could put any number of values within

this general mid gray to dark gray range and it just all fit together really really easily and

really nicely, i'm just going to try swirling it around a bit, almost creating like a planet or a

marble of some kind, okay i think that looks reasonable, what i'll do now is pop back over

to the texture drawer, change this from mix over to color, turn the strength right down

and then let's choose a color, say something in the blues initially, let's brighten that up a little

bit though, although actually it's probably only going to transfer a little bit of the

the bluishness of it rather than the brightness of it maybe i'll just give it a little bit of blue on

the very outside down here as well and maybe a little bit of oranges for the lower half perhaps

i switch that back to Mix and i think i'm going to take this back to something in the white range

and then just paint ever so slightly to suggest a little bit of atmosphere, take the strength down

even slighter and i think that'll do! so remember to save the image, if we hit F12 this is the kind

of result we get, then we can go to save it, save as an Open Exr multi-layer format and

call it anything you like and then simply click save as image, which is slightly off frame for me

in this instance here, we can close that now, switch over to our shading menu and this is what we can

see at the moment, well let's switch over to solid shading and there's our mat cap from earlier, let's

click on a little cog icon and install our new matcap install lite now for me actually

Blender crashed at that point so i've restarted Blender armed with a warning so be careful with

this stuff, make sure we save so i've managed to recover the image that we saved and i've placed

that into the texture node so if we were to render again with F12 we should get essentially the same

render and then again we could go to Save As and let me shrink this down this time, we can

save that wherever we like now, for some reason this image keeps crashing Blender when i save

it as an Exr but i just wanted to point out that it is actually possible to save as a png

and have that working as a matcap as well, so if we come down to our matcap cog drag this

into view, click the install find the .png version which i've just called painted one, install the

light there and note that we have a little bit of information as to where on your particular

computer the matcap actually gets installed and you'll have to delete it from there if you don't

want Blender to keep on crashing at this point when you install your matcaps and there we are

the .png version no less, so let's exit that come over to the the chevron of opportunity and click

over to the matcap sphere and there we go now we have what looks like almost exactly the same

apart from it's obviously stuck to the camera in the scene we also have these other objects to be

able to see the shader on, it's also worth noting that because of the outline solidify modifier

it's possible that we might need to make sure that we have backface culling enabled, otherwise

kind of the matcap might look a little bit upside down because of the flipped normals i think,

i've got backface culling on in this example, and there's our gloriously painted matte cap.

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